Mind Scan + Astropathic Choir. Not quite the same range, but it doesn't require a whole 'nother discipline.
The trick here is the range: Quest for Warmth has a range of PR*2 VU - meaning you can find eldar (and dark eldar) vessels in the void, which can otherwise be a chore. And you can do this while in Silent Running mode
Mindscan has a range measured in meters (unless there's an errata I've missed).
You'd need an effective PR of 40 to get a range of 1 VU.
Sorry, not comparable.
Stun grenade spam and grappling, mind control, garrotes. I would argue all of these are more effective than causing one fatigue a round to an unrestrained opponent.
Sadly true - but given how few other ways there are to capture things alive...
Telepathy is always
If I've come across as stating otherwise, my apologies.
I don't. Precision Telekinesis allows you to substitute pretty much any physical stat for Willpower, and the extra armour from TK shield alone makes the entire discipline worth it in my opinion.
...and yet people recommend Telekinesis? Which has the Basic Technique and Precission Telekinesis, an pretty much everything else is more-of-the-same, most of which can be easily replicated by the one thing almost every group have in abundance: guns.
I think I'll stick with Voidfrost of you don't mind. At least that provides me with a few options.
No, it's not the be-all-end-all disipline that everyone must have, but I think it compares favorably to eg. Telekinesis.
Haven't been relevant in any campaign I've GMed. Physical stats are rarely that important.
you may well be correct, still doesn't make it terribly useful IMAO.
It also enables you to use many of the ship combat powers from Navis Primer, if memory serves. You won't have enough psychic powers available to pick everything from all three of your disciplines anyway, so you might as well take one that allows you to cherry pick something good.
Now, this is a valid point.
The first one in favour of TK, as far as I'm concerned.
It all depends on the campaign style, as someone else mentioned.
If you're doing a lot of dungeon crawls, you'll want TK. Otherwise, it's just not that useful.
Telepathy is your prime baby. With it you're the Lord Captain's chief advisor. If he doesn't take your advice, you can become the Lord Captain and give your own orders through his mouth. I mean, you read his enemies' minds and give him their secrets. This is THE ability for games full of intrigue, commerce, or anything else that isn't strictly personal combat, and it isn't half bad for that.
Divination is THE secondary ability for astropaths. With it you can man any station on the ship. And, you'll be THE augur operator.
This. So much this.